1.3.0 released

Posted on 12 January 2018 at 8:29 by Wolfr_

In Bedrock 1.3.0 we made a change where as a user, you can now access the category listing in the component styleguide. For example, if you prefix all your “Company X” components with x-, you can list these as separate items in the styleguide. You can find more info in #186.

1.2.1 released

Posted on 30 August 2017 at 9:56 by Wolfr_

The newest version of Bedrock has been released! Check out the release notes on Github.

Bedrock workshop

Posted on 7 June 2017 at 21:51 by Wolfr_

This summer we will be organising a Bedrock workshop afternoon where I will teach people how to use Bedrock.

If you are interested ping me on Twitter. Currently there are 2-3 people up for it, please join in! I will likely set up a Doodle to pinpoint a good date.

Follow @usebedrock to stay up to date.

1.1 released

Posted on 7 June 2017 at 21:48 by Wolfr_

We released Bedrock 1.1! We fixed some remaining bugs and made it easier to use dark mode – you only need to set a single config variable to use it. Grab the release at Github or use Bedrock’s CLI tool to upgrade.

1.1 release preview

Posted on 1 June 2017 at 17:32 by Wolfr_

The new 1.1 release is almost upon us. You can grab a pre-release here if you are interested.

I made some videos demonstrating the 3 coolest new features: icon documentation, dark mode and page states.

Upgrading Bedrock

Posted on 25 February 2017 at 13:09 by Wolfr_

At the moment, upgrading a Bedrock install is a semi-manual process. We are working on automating this as much as possible.

If you are using an older version of Bedrock, it is best to use a combination of the upgrade command provided by the Bedrock command line interface and a diff tool that allows you to diff folders to upgrade your Bedrock install.

Personally I use DeltaWalker to compare my project’s folder to a standard Bedrock install.

Part 1: Automatic upgrade

You can use the Bedrock upgrade command contained in bedrock-cli to update every file in /core.

This will update every file in /core/.

Part 2: Transferring files manually

You will then need to manually transfer a few files, depending on how old your Bedrock install is.

These are the files you can transfer as-is:

  • gulpfile.js
  • .gitignore

There are some files that didn’t exist in older versions of Bedrock that need to be added:

  • .nvmrc
  • bedrock.config.js

Within bedrock.config.js you will probably need to set a path to where you use the colors feature. It is not possible to use Bedrock at the moment without using this feature.

You will also need to set whether you want to use icon fonts or SVG icons.

Then there is a tricky one – the package.json file. The contents of this one depend on how much custom Javascript you wrote in your project. If you didn’t use any Javascript you can transfer the file as is.

But if you wrote Javascript and installed packages via npm install you need to list these as devDependencies. Within the logic of Bedrock, Bedrock’s code itself is a dependency and your application’s code is a devDependency.

Making sure your folders are named correctly

We changed some folder names to be able to provide better functionality.

The Bedrock upgrade tool does not help with this, this is a manual process.

In the beginning the folder for styleguide components was named patterns, then _patterns, then _components. So to upgrade your Bedrock to the latest install, that folder needs to be named _components.

The _ part of this logic is to disallow Bedrock from indexing Jade templates within _components as pages that show up in the page index/page tree.

The same counts for the _layouts and optional _mixins and _includes folders.

Basically your tree has to look like this:

├── content
│   ├── data
│   ├── docs
│   │   ├── overviews
│   │   └── styleguide
│   ├── icon-font-source     ---> Optional if you use icon fonts
│   ├── icons                ---> Optional if you use svg icons
│   ├── images
│   ├── js
│   ├── scss
│   └── templates
│       ├── _components
│       └── _layouts
│       └── _includes        ---> Optional, depends on how you code your templates
│       └── _mixins          ---> Optional, depends on how you code your templates
├── core
    ├── discovery
    ├── js
    ├── scss
    │   ├── components
    │   └── vendor
    ├── tasks
    ├── templates
    │   ├── includes
    │   ├── layouts
    │   ├── mixins
    │   └── styleguide
    └── util

Note that within core the includes, layouts and mixins folders do not use an underscore and within content they do. So if you are globally replacing file references within the project be careful, because you will run into errors.

So, I hope this helps if you are running into problems upgrading Bedrock.

We are always available to help – just log an issue on Github and we wil try to help out.


Posted on 16 February 2017 at 8:30 by Wolfr_

A few days ago I tested an interesting alternative to Bedrock, called Fractal.

It’s more of a component style guide that can be added to any project than a prototyping tool, but there are a lot of similarities.

It builds on a lot of similar ideas as Bedrock, so me this is a validation that what we are doing here is right.

Slack community for Bedrock

Posted on 14 February 2017 at 20:44 by Wolfr_

I am trying something new – using Slack as a support/community channel for Bedrock. So if you are interested in Bedrock, want some help to set things up – send an e-mail to jr@mono.company and I will set you up with a Slack invite.

The community URL is bedrock-hq.slack.com/.

Windows Support

Posted on 13 February 2017 at 14:00 by Wolfr_

Up until this point we haven’t really focussed on Windows support for Bedrock. Some recent projects required us to also make the software work on Windows. We were able to get Bedrock working with only a few minor tweaks.

To set up Bedrock on a clean Windows install, you need to download:

  • Node from the official node.js website (use the installer)
  • Git from the official Git website (use the installer)
  • Bedrock from the repository (Use the “download” option, or use SSH if you set up an SSH agent on your machine)

Then follow the instructions, which basically amount to installing gulp globally, running npm install to get the required dependencies, and then running Bedrock using the gulp command.

New linter feature

Posted on 7 February 2017 at 21:44 by Wolfr_

We’ve started working on a linter which allows you to test your template code for HTML errors. You can easily create your own tests. Use cases include avoiding common HTML mistakes like forgetting for attributes on form labels. This feature is being worked on and will be released when it’s tested by more people. Feel free to check out the PR.